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My Gameplay enhancements packs for Xenoblade Chronicles X

Hey,

I want to share with you some mods I made for Xenoblade Chronicles X using the code patching feature of cemuhook.

Firstly first, I want to tell a big thanks to rajkosto for its amazing cemuhook (and especially the code patching feature), Xalphenos and epigramx for their helpful posts on this forum.
Now here the list of all my mods so far:

Automatic QTE: the QTE challenge (with B button) is automatic and silent success in battles (they are still activated for Skell destroy and bind).

Collectibles mods:

Catch range mod: increase the distance from which you loot the collectibles. By default, you'll get them just when you're close enough to see the blue gem (distance increased by 40.0). There are 3 kind of distances in the game, each with a value of "Range" and "Height": "Inner" (which means when you are at foot), "Doll" (when you have a Skell at land) and "Flight" (which I believe is when you flight, generally in a Skell). All values are editable in the file patches.txt. Please note that the random selection of items is unchanged (rare items are still rare).

Ignore 100th: stop collecting a collectible when you already have 99 of them, and doesn't sell it. This is for endgame runs in which you have plenty of money, many collectibles and doesn't want to be spammed with selling messages when you walk around in the world.

BLADE mods:

DLC quests unlocked: unlock DLC quests in the BLADE console, even if the story is not finished.

Lv60 skells unlocked (+cheat): unlock the post-game skells and equipment as soon as you are a BLADE member (it also consider you have a Skell License). And there is a preset/cheat to ignore all requirements for crafting. Yes, that means you can get an Ares 90 for free, right after Chapter 2!

Gain Offline Tickets from TA/DLC missions: adds Exchange Tickets in reward of completing Blade missions. This mod comes with 2 presets: one which adds tickets to Time Attack missions (same amount that the experience) and another which adds tickets to DLC missions (formula is money divided by 100).

Tasks and missions offline: Squad tasks and missions become available for offline play! With some differences: at the start of the game, a Squad quest is randomly selected and the timer is infinite. So you have all your time to complete all tasks and missions! But what if you don't like this quest? Go to the main menu, Social entry and "Select Squad" entry, and tadam! The Squad quest will be removed and a new one will popup after a few seconds! Warning: this is a Work-In-Progress mod, it may change in future.

Equipment mods:

Armors can have 3 augment slots: go to L' shop, select a ground or skell equipped (right now this won't work on unequipped) equipment, look at how many max slots you can have, and enjoy creating a build with 10 extra augments slots ;-)

Unlimited augment upgrades: allow you to infinitely upgrade all the augments inside a piece of equipment (as long as you have the resources of course). Warning: with low level armors the max level for augments is 17, if you try to upgrade once more you'll get back to level 1! So be careful, at least until I find how to prevent that. And there's a preset which ignore all requirements for the upgrades (like for the "Lv60 Skells unlocked" mod).

Miranium income frequency: increase the frequency of the FrontierNav Miranium.

Miranium income quantity: increase the quantity of Miranium gained using FrontierNav.

Money income frequency/quantity: Those 2 mods do the same than the one for Miranium, but for money.

Resources income frequency/quantity: Those 2 mods do the same than the one for Miranium, but for the resources.

Graphics mods:

NPC info bubbles distance mod: increase the distance from which NPC's yellow speech bubbles are seen. I made this mod to get rid of the frustration not being able to get information from NLA people unless I get very close to each one of them. With this mod, the gathering of informations is, in my opinion, less tedious (so more enjoyable).

Camera distance mod: allow to change the default zoom (which is reset after most cutscenes and this was boring me).

Loot mods:

Materials drop ratio: set a minimum drop ratio for materials (armor and weapon loots are not impacted).

Force equipment: with this mod, you'll only drop equipment of the specified type (see patches.txt). You'll always get gold chests with 3 equipments inside. This mod is designed for best end-game equipment farming purpose. And the equipment looted will always be of the best quality (like x60 skells weapons).

Force chest quality: allow to force the chest (bronze, silver, gold or no chest at all if you just want to kill a lot of monsters quickly without loot).

Music mods:

Overdrive disabled: disables the Overdrive music (after some time using Overdrive a lot during battles, I missed the other musics, especially the one for tyrants).

Skell Flight disabled: disables the flight music (at the beginning the music is awesome, but after some time I wanted to listen to the field musics again).

Physics mods:

Run Forrest, run!: increases the speed of the sprint.

Jump to the Moon!: increases the height of the jump.

Weather mods:

Force weatherNEW: force selected weather.

Requirements
Most important requirement is of course cemuhook. All my mods have been tested and are known to work with cemu 1.14.0c and cemuhook 0.5.6.7. They may NOT work with other versions!
All mods should be compatible with Xenoblade versions 1.0.1E and 1.0.2U, and are not supposed to impact savegames but be sure to make save backup just in case!

Summary

For some reason when i change the exp multiplier value i only get 1 exp from battles

You may have done something wrong I guess. PM me the content of the patch file to let me see what's wrong.

Originally Posted by Forkinator

Just one question. How would i adjust the collectibles range? I want to make it less than what it is now. about half as much. Thanks!

Originally Posted by rajkosto

1. either just change the constant as it is in the code in hex
or 2. make it symbolic like this and then change the float https://pastebin.com/BALX2Q41

Thanks rajkosto for the tips, I didn't think about using symbolic consts!
Forkinator, I'll soon upload a new version of the mod, allowing you to set the values in float format (which will be much easier than the current hexadecimal format).

Originally Posted by Caede91

Thank you for your awesome mods You did things I thought were impossible bO.Od
After seeing you unlock overdrive and support missions before chapter 12, I wanted to ask: Is it possible to unlock more postgame-content before beating the game? Like the level 60 skells/Ares, lugalbanda the wanderer king and dadaan for their beautiful katanas etc...?
If you don't have time or don't want to, can you show or point to a tutorial on how to do that?
Also, I can provide saves from just before Chapter 12 and after, if it would help.
THX in advance

Thanks mate! About your request, I don't see why it couldn't be done to unlock the endgame skells and enemies. Right now I'm working on new mods but I'll consider your request.

Originally Posted by lariana

Just to let you know, I had some problems with getting the important item Unbreakable Sword dropped by the Brute Millepod with the Custom Materials Drop Ratio code configured with 100 %.
It is an important item that normally is always dropped at the time of the mission but which never does with the code active.

I had a similar problem during the Lakeside Getaway mission. When you defeat Raging Cantor at the Primordia's Biahno Water-Purification Plant, you normally get Ian’s ID Card important item. But with the Drop Ratio code active I never got this item and I was stuck with a dummy mission I could’nt finish until I fiddled with cheat engine to forcibly place Ian’s ID Card in my important item list.

Holy sh**!! Didn't thought about that (well that's why I say my mods are experimental after all )! Thanks to Caede91's post I understand the issue is coming from the quoted lines. I think I'll add a big warning to uncomment those lines only for testing purpose (or maybe should I remove them? What do you think people?), as from my point of view they are not really needed because of the lines above:

Code:

; Uncomment this line so that you'll always get a chest at the minimum quality (so with 3 you'll always loot at least bronze chests from enemies)
;0x21AAF18 = li r3, 3

If one activates this line, he/she always get at least a chest of the corresponding quality, as long as all previous checks have failed.
It's a bit tough to explain, but the function which calculates the chest's quality does this:

The line above only changes this last step. So even if you put 1 value (gold chest), you'll still get a silver chest if the game succeeded the step 2. That means, in theory, that you'll still get the silver chest from a quest loot which normally has a 100% chance of looting silver chests (tests are welcomed ).

As a final word, I'm working on some new mods, hopefully I'll upload them before the end of the week (edit: uploaded!)

Just want to share with you some "gameplay enhancement packs" (cemuhook needed) I made for Xenoblade Chronicles X.

Firstly first, I want to tell a big thanks to rajkosto for its amazing cemuhook (and especially the code patching feature), Xalphenos and epigramx for their helpful posts on this forum.

Now, about the packs (by the time you read this it should already be available in the Github, but I'll add a dropbox link at the end of this post).

Collectibles range: this pack strongly increases the distance from which you loot the collectibles. By default, you'll get them even before you're close enough to see the blue gem (distance increased by 52.0). There are 3 kind of distances in the game, each with a value of "Range" and "Height": "Inner" (which means when you are at foot), "Doll" (when you have a Skell at land) and "Flight" (which I believe is when you flight, generally in a Skell). Since I don't have a Skell yet in my current play, I would be grateful if someone could test the pack with its Skell (or even better, share with me its savegame). Right now I don't change the random selection of items (rare items are still rare).

Custom drop ratio: this pack allows you to set a minimum drop ratio of materials. I insist on that: only materials seem concerned (if you get a gold chest, you'll still only get one or two weapon/armor, not all of them the enemy can drop). The default minimum ratio is 30%, but can easily be tweaked (if you set to always 100%, as long as the enemy drop a chest you'll get all materials from him). Second optional setting is to force the dropped chest (gold, silver or bronze). This setting was mainly for testing purpose, but some may find it interesting.

Custom experience ratio: this pack basically allows you to increase or reduce the experience ratio (default setting is reduced by half).

Unlock DLC quests: this pack makes DLC quests availables in the BLADE console, even if the story is not finished.

Unlock Overdrive: this pack unlocks the Overdrive for the beginning of the game, even if the chapter 5 is not completed.

Probe resources multiplicator: this pack allows you to multiply the count of resources mined by your FrontierNav network (it doesn't change the ratio).

Unlock World Boss Squad Missions: last but not least, this pack adds the World Boss missions (Telessia and Yggralith) at the BLADE console, in the Time Attack menu. Currently the mission with the Telessia appears twice, I don't know why but still it's working. Since the emulator cannot go online, it cannot set the remaining LP for world boss so I arbitrary set it to 30 but you can customize the value. And before you ask, yes, I also activated the option in the BLADE console to exchange the boss appendices to Reward Tickets.

All my packs should be compatible with 1.0.1E and 1.0.2U but are still highly experimental. They don't seem to make the game unstable, but their effects are not fully identified (for example I still have to see the behaviour of the collectibles pack with a Skell, eventually tweak the distance).